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Go Back Home > Forums > Quake Mod Releases > Finished Works > Quake Guy 2016 Search Forums

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Unread 06-28-2016, 11:25 AM   #1 (permalink)
Chthon
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Quake Guy 2016

Quake Guy 2016

Current Update:
Download Here: Quake Guy 2016 - Version 2

This is an enhanced version of id Software's original Quake Guy, primarily focusing on graphical improvements such as an increased vertex count, smoother animations, seamless texturing that accentuates details, and 3D features with a sense of depth, all while maintaining the classic look of our favorite hero (with a few minor deviations of course). Also included is a grisly gibbed head model replacement that stays consistent in size and detail to the Quake Guy model (unlike the original gibbed head).

The latest release (labeled 'Quake Guy 2016 - Version 2) is a complete overhaul of the model, and is still QuakeSpasm compliant.

The model was stripped down to the bare essentials and topography was corrected in several places, focusing on edge flow and armature weights to provide smoother, more consistent animations.

Version 1's texture was scrapped. I doubled the texture size to 512x256 and re-made it completely, adding much finer details throughout. His face was overhauled using Q3's Ranger as a base before adding my own alterations to it.

The gibbed head was remade with much gorier detail, and also included is every gibbed body part (arms, legs, torso, etc.). These models obviously will not drop into standard Quake, but a mod could be written to incorporate these for more gruesome gibs.

Of course, all Blender and external texture files are included.


Have fun, Quakers! Pics below, taken without texture filtering (a more faithful look)...






Last edited by Dutch; 12-04-2016 at 03:49 AM..
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Unread 06-28-2016, 11:41 AM   #2 (permalink)
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I LOVE the pix! I'm going out in a few, but I'll load this up as soon as I can.

Would it be cool if I made a quick video of this mod? I don't wana steal the spotlight! (Full credit will be given of course)
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Unread 06-28-2016, 01:02 PM   #3 (permalink)
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This is awesome! I love the beard. Seems like he should have always had one.

Edit: You must spread around rep before blah blah blah... I'm going to rep the shit out of random people for "nothing posts" and come back to give you rep.
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Unread 06-28-2016, 02:17 PM   #4 (permalink)
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This looks good, does it work with Quakespasm? Any preferred ports I should use?
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Unread 06-28-2016, 04:36 PM   #5 (permalink)
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Originally Posted by Dutch View Post
Unfortunately, faithful/vanilla engines will reject this model (too many vertices), but it sure runs smooth in DarkPlaces and FTEQW. All of this info - and then some- can be found in the included readme.txt file in the download.
I think that should answer your question?
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Unread 06-28-2016, 09:22 PM   #6 (permalink)
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Thanks guys!

@Sgt-PieFace absolutely you can make a video! That would be awesome! Take this model and run with it man, do whatever you want!

@gypsy thanks for attempt at rep bro! Don't sweat it tjough, dude, your comments hold more weight as far as I'm concerned. I appreciate it.

@DeathMaster unfortunately, it doesn't run in Quakespasm. I was almost certain QS has raised model limits in regards to verts but it doesn't. You can run either DP or FTE and change the gl_texture mode via command-line to give the appearance of a classic engine though. I included instructions for this in the read me. I also stuck some pics of the model with the classic texture mode enabled in the download.

EDIT: I haven't tested many other engines, but I'll bet DirectQ and Qrack won't have any problems either
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Unread 06-29-2016, 10:46 AM   #7 (permalink)
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A real man shaves his beard with his bloody axe

Nice work Dutch, but I also like capnbubs player model.
Lets see which one will be the favorite one in the future multiplayer world.
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Unread 06-29-2016, 09:22 PM   #8 (permalink)
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Thanks Seven! I really like capnbubs model as well. His will likely see more widespread use because it has no compatibility limitations, but that's ok! Its not my intention to compete lol just wanted to make something cool and share it! The more options the better
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Unread 06-29-2016, 10:21 PM   #9 (permalink)
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would be cool to use both and have one team using 1 model and another... the other so it's easy to tell team-mates...
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Unread 06-30-2016, 07:36 AM   #10 (permalink)
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Originally Posted by Sgt-PieFace View Post
I think that should answer your question?
I have literally no excuse for this one. My eyes have failed me again.
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